Deltarune (Chapter 3) script viewer

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gml_Object_obj_room_rhythm_empty_Step_0

(view raw script w/o annotations or w/e)
1
if (con < 0)
2
    exit;
3
if (con == 0)
4
{
5
    con = 1;
6
    alarm[0]
 = 1;
gml_Object_obj_room_rhythm_empty_Alarm_0.gml

con++;
7
    global.interact = 1;
8
}
9
if (con == 2)
10
{
11
    con = 10;
12
    cutscene_master = 
scr_cutscene_make
scr_cutscene_make

function
scr_cutscene_make()
{ _cutscene_master = instance_create(0, 0, obj_cutscene_master); _cutscene_master.master_object = id; return _cutscene_master; }
();
13
    
scr_maincharacters_actors
scr_maincharacters_actors

function
scr_maincharacters_actors()
{ actor_count = 0; kr = 0; kr_actor = instance_create(obj_mainchara.x, obj_mainchara.y, obj_actor);
scr_actor_setup(kr, kr_actor, "kris");
kr_actor.sprite_index = obj_mainchara.sprite_index; kr_actor.depth = obj_mainchara.depth; with (obj_mainchara) visible = 0; for (__jj = 0; __jj < array_length_1d(global.cinstance); __jj++) { if (i_ex(global.cinstance[__jj])) { if (global.cinstance[__jj].name == "susie") { actor_count++; su = __jj + 1; su_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(su, su_actor, "susie");
su_actor.sprite_index = global.cinstance[__jj].sprite_index; su_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } if (global.cinstance[__jj].name == "ralsei") { actor_count++; ra = __jj + 1; ra_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(ra, ra_actor, "ralsei");
ra_actor.sprite_index = global.cinstance[__jj].sprite_index; ra_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } if (global.cinstance[__jj].name == "noelle") { actor_count++; no = __jj + 1; no_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(no, no_actor, "noelle");
no_actor.sprite_index = global.cinstance[__jj].sprite_index; no_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } } } }
();
14
    te = actor_count + 1;
15
    te_actor = instance_create(camerax() + view_wport[0] + 200, cameray() + 386, obj_actor_tenna);
16
    
scr_actor_setup
scr_actor_setup

function
scr_actor_setup(arg0, arg1, arg2)
{ _actorid = arg0; _actorinstance = arg1; _actorname = arg2; obj_cutscene_master.actor_id[_actorid] = _actorinstance; obj_cutscene_master.actor_name[_actorid] = _actorname; with (_actorinstance) { number = arg0;
scr_set_facing_sprites(arg2);
} }
(te, te_actor, "tenna");
17
    te_actor.sprite_index = spr_tenna_pose_podium;
18
    te_actor.preset = 0;
19
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
20
    
c_visible
c_visible

function
c_visible(arg0)
{
c_cmd("visible", arg0, 0, 0, 0);
}
(0);
21
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(su);
22
    
c_setxy
c_setxy

function
c_setxy(arg0, arg1)
{
c_cmd("setxy", arg0, arg1, 0, 0);
}
(95, 260);
23
    
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_susie_trapped_lean);
24
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(ra);
25
    
c_setxy
c_setxy

function
c_setxy(arg0, arg1)
{
c_cmd("setxy", arg0, arg1, 0, 0);
}
(487, 262);
26
    
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_ralsei_trapped_despondent);
27
    
c_autowalk
c_autowalk

function
c_autowalk(arg0)
{
c_cmd("autowalk", arg0, 0, 0, 0);
}
(0);
28
    
c_imagespeed
c_imagespeed

function
c_imagespeed(arg0)
{
c_cmd("imagespeed", arg0, 0, 0, 0);
}
(0.1);
29
    var susie_gacha = instance_create(0, 0, obj_ch3_GSC07_gacha);
30
    susie_gacha.actor_target = su_actor;
31
    susie_gacha.mode = 4;
32
    susie_gacha.depth = 96000;
33
    with (susie_gacha)
34
        set_pos(95, 306);
35
    var ralsei_gacha = instance_create(0, 0, obj_ch3_GSC07_gacha);
36
    ralsei_gacha.actor_target = ra_actor;
37
    ralsei_gacha.mode = 2;
38
    ralsei_gacha.depth = 96100;
39
    with (ralsei_gacha)
40
        set_pos(497, 306);
41
    ralsei_gacha.ball_angle = 0;
42
    var rhythm_game = instance_create(camerax(), cameray(), obj_rhythmgame);
43
    if (i_ex(obj_tenna_enemy))
44
    {
45
        rhythm_game.tenna_boss = true;
46
    }
47
    else
48
    {
49
        with (rhythm_game)
50
        {
51
            event_user(3);
52
            show_chart = 1;
53
        }
54
    }
55
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(1);
56
    
c_var_instance
c_var_instance

function
c_var_instance(arg0, arg1, arg2)
{
c_cmd_x("var", arg0, arg1, arg2, 0, 0, 0);
}
(blackall, "image_alpha", 0);
57
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(15);
58
    
c_tenna_sprite
c_tenna_sprite

function
c_tenna_sprite(arg0)
{
c_cmd("tenna", "sprite", arg0, 0, 0);
}
(spr_tenna_laugh_pose_teeth);
59
    c_sound_play(snd_wing);
60
    c_lerp_var_instance(te_actor, "x", camerax() + view_wport[0] + 200, 433, 15, 3, "out");
61
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(30);
62
    
c_msgside
c_msgside

function
c_msgside(arg0)
{
c_cmd("msgside", arg0, 0, 0, 0);
}
("top");
63
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("tenna");
64
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
* That's right!Delay 11 A MUSICAL CHALLENGE!Delay 11 And this time,Delay 11 it's...Wait for inputClose Message
"* That's right^1! A MUSICAL CHALLENGE^1! And this time^1, it's.../%", "obj_room_rhythm_empty_slash_Step_0_gml_88_0"
);
65
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
} function c_talkwait() {
c_talk_wait();
}
();
66
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(30);
67
    
c_var_instance
c_var_instance

function
c_var_instance(arg0, arg1, arg2)
{
c_cmd_x("var", arg0, arg1, arg2, 0, 0, 0);
}
(id, "game_start", true);
68
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(30);
69
    
c_imagespeed
c_imagespeed

function
c_imagespeed(arg0)
{
c_cmd("imagespeed", arg0, 0, 0, 0);
}
(0);
70
    
c_tenna_sprite
c_tenna_sprite

function
c_tenna_sprite(arg0)
{
c_cmd("tenna", "sprite", arg0, 0, 0);
}
(spr_tenna_pose_headraised_nose);
71
    
c_msgside
c_msgside

function
c_msgside(arg0)
{
c_cmd("msgside", arg0, 0, 0, 0);
}
("bottom");
72
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("tenna");
73
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
* Oh God. Oh God,Delay 11 it's coming.^Delay 444Close MessageClose Message
"* Oh God. Oh God^1, it's coming.^4^4%%", "obj_room_rhythm_empty_slash_Step_0_gml_102_0"
);
74
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
} function c_talkwait() {
c_talk_wait();
}
();
75
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(te);
76
    
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_tenna_pose_headlowered_nose);
77
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(8);
78
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("tenna");
79
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
* The music is coming.^Delay 444Close MessageClose Message
"* The music is coming.^4^4%%", "obj_room_rhythm_empty_slash_Step_0_gml_111_0"
);
80
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
} function c_talkwait() {
c_talk_wait();
}
();
81
    
c_var_instance
c_var_instance

function
c_var_instance(arg0, arg1, arg2)
{
c_cmd_x("var", arg0, arg1, arg2, 0, 0, 0);
}
(id, "shakey_text", true);
82
    
c_tenna_preset
c_tenna_preset

function
c_tenna_preset(arg0)
{
c_cmd("tenna", "preset", arg0, 0, 0);
}
(15);
83
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(15);
84
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("tenna");
85
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
* I can't stop it...^Delay 444Close MessageClose Message
"* I can't stop it...^4^4%%", "obj_room_rhythm_empty_slash_Step_0_gml_123_0"
);
86
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
} function c_talkwait() {
c_talk_wait();
}
();
87
    
c_var_instance
c_var_instance

function
c_var_instance(arg0, arg1, arg2)
{
c_cmd_x("var", arg0, arg1, arg2, 0, 0, 0);
}
(id, "shakey_text", false);
88
    c_lerp_var_instance(te_actor, "x", 433, camerax() + view_wport[0] + 200, 20, 2, "out");
89
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(900000000);
90
    
c_waitcustom
c_waitcustom

function
c_waitcustom()
{
c_cmd("waitcustom", 0, 0, 0, 0);
}
();
91
}
92
if (shakey_text && i_ex(obj_writer))
93
{
94
    with (obj_writer)
95
    {
96
        shake = 2;
97
        rate = 2;
98
        skippable = 0;
99
    }
100
}
101
if (game_start && !d_ex())
102
{
103
    game_start = false;
104
    game_active = true;
105
    with (obj_rhythmgame)
106
        event_user(0);
107
}
108
if (game_active)
109
{
110
    var is_song_done = false;
111
    with (obj_rhythmgame)
112
        is_song_done = song_done;
113
    if (is_song_done)
114
    {
115
        game_active = false;
116
        customcon = 0;
117
        con = 20;
118
    }
119
}
120
if (con == 20 && !d_ex())
121
{
122
    con = -1;
123
    var screen_wipe = instance_create(0, 0, obj_ch3_screen_wipe);
124
    screen_wipe.target_room = room_ch3_gameshowroom;
125
    screen_wipe.start = true;
126
}